TSGK Clan Forum Forum Index TSGK Clan Forum
Half-Life 2 : Deathmatch TSGK Clan forum.
 
 CalendarCalendar   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

dablackdude989
March 27 1992 (32 year old)
JaMac
March 30 1981 (43 year old)
Vengeance_TSGK
April 01 1990 (34 year old)
 TSGK Member 
Calendar
Calendar Calendar
Wed 27 Mar 2024 Thu 28 Mar 2024 Fri 29 Mar 2024 Sat 30 Mar 2024 Sun 31 Mar 2024 Mon 01 Apr 2024 Tue 02 Apr 2024
Birthday dablackdude989  
 
 
Birthday JaMac  
 
Birthday Vengeance_TSGK  
 
The time now is Thu Mar 28, 2024 18:23
All times are UTC + 2 (DST in action)
 Forum index » TSGK General » Maps
dm_combinebox
Post new topic   Reply to topic View previous topic :: View next topic
Page 1 of 1 [18 Posts]  
Author Message
lillbrorsan


Joined: 22 Jun 2006
Posts: 4
Country:

PostPosted: Thu Jun 22, 2006 21:30    Post subject:  dm_combinebox
Subject description: *Updated* Second Beta
 

Hey!
My name is Kristoffer and i play HL2DM from time to time and usually with my younger stepbrother more known as soupisgoodfood.

I know that soupisgoodfood likes to play different killbox styled maps and i agree that they sure are fun to play, this gave me an idea for a new killbox map wich soon enough turned out to be a Combine themed one.

This first beta includes all of the planned things:

-Trapdoor in the middle of the map
-Combine ball pillars
-Bridges like those used in HL2 EP1 (can be toggled on/off with the buttons)

Thats all ideas i have come up with so far, you can check some screenshots and download this first beta at www.lillbrorsan.webb.se

Enjoy!
dm_combinebox_b2.rar
Description 
rar

 Download 
Filename  dm_combinebox_b2.rar 
Filesize  687.79 KB 
Downloaded  399 Time(s) 

Last edited by lillbrorsan on Thu Jul 13, 2006 20:49; edited 4 times in total
Back to top
View user's profile Send private message 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Thu Jun 22, 2006 21:45    Post subject:  

Hmmm, i say nice job, the color are very interesting, i think we gonna try it on the TSGK Server Smile
We will tell you about the gamelay, because even if the map is cute, it should be fun to play too :p
You can attach your map on the post, then everyone can download it and test it.

_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
lillbrorsan


Joined: 22 Jun 2006
Posts: 4
Country:

PostPosted: Thu Jun 22, 2006 22:07    Post subject:  

Added a attachment
Back to top
View user's profile Send private message 
[B§] Furianer


Joined: 26 May 2006
Posts: 98
Location: Near Frankfurt
Country:
Browser:
Age: 48

PostPosted: Thu Jun 22, 2006 23:37    Post subject:  

Looks like a decompiled map of mine with some changes. I still can see one of my decals ^^. The combine elevator stairways are nice, one of the ball generators i dont like. Should not go throu the middle of the platform. In fact, not a realy new idea, only new textures... would be much cooler, if you create a own killbox with this textures. A new architecture maybe. Than its great (or not ^^).
bye bye
Furi
Back to top
View user's profile Send private message Visit poster's website 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Fri Jun 23, 2006 07:30    Post subject:  

Furianer, what is the map name?
_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
[B§] Furianer


Joined: 26 May 2006
Posts: 98
Location: Near Frankfurt
Country:
Browser:
Age: 48

PostPosted: Fri Jun 23, 2006 18:57    Post subject:  

which map name you mean Question Rolling Eyes from mine?? Than its killbox tsgk map. Cause i see one tsgk logo inside, which the decompiler of this map maybe cant see. Its the small corn up on the floor near the biggest ladder. I would also check, that this is a decompiled map from me, also when there is no logo. The brushes are exactly on the same place like i did. Superhealthcharger, stairways and so on. But anyway, he can decompile and check the things, make some changes, but not should say, thats a idea of a new box from him only when he change some textures and the most stuff is thieved. I also decompile some maps and make some changes, but never say, that i build this map by my own. You know... respect for the author ^^.
If not, he get 200 stunstick kills in a raw ^^.
Back to top
View user's profile Send private message Visit poster's website 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Fri Jun 23, 2006 23:42    Post subject:  

Haha Very Happy
_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Sat Jul 08, 2006 16:12    Post subject:  

But by the way, the textures are good on this map, we have to give it a try on a server.
_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
pRiebe_TSGK
TSGK Member

Joined: 22 May 2006
Posts: 151
Location: Springfield, Missouri
Country:
Age: 42

PostPosted: Sat Jul 08, 2006 21:10    Post subject:  

where are you going to place it?. please throw it on a US as well if possible..
_________________


--building portfolio, in progress---
http://sjp.notlong.com
Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Sun Jul 09, 2006 01:57    Post subject:  

Ok i checked the map more.
Nice concept for the bridge and color.
So i see 2 major problems:

1. There is no lifts, lifts are usefull and give more dimensions to the map (fast lift like dm_killbox_tsgk). You can just let the 2 lifts, they were in a good position. It will be also usefull to have these lifts to reach a path that have been deactivated, in addition with the blue bouncers.
2. When a bridge is deactivated, the physics and weapons that was on the bridge still in the air like they are flying.

Also, i find that your decal don't really fit with the color of the texture.
Something else, you put the buttons to deactivate paths at the same level of the path, it think that those buttons should be at the floor level, as player on floor level could deactivate path to make the camper fall down, this will be more fun for the gameplay, or duplicated, like buttons at the path level and buttons at the floor level.

The trap in the middle open too fast, it will be catastrophic for the gameplay, a little bit slower will be better.
Also the big spinning blade is missing Smile

If you can fix that, and add the big TSGK Corn as it was before you decompiled the map we will run the map on our server as dm_combinebox_tsgk.
Nice job for the texture.
You did a nice mod of dm_killbox_tsgk, or an half mod as you removed the big room in the middle and changed it by a trap.
Let me know.

_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
lillbrorsan


Joined: 22 Jun 2006
Posts: 4
Country:

PostPosted: Tue Jul 11, 2006 23:53    Post subject:  

I'll have to check it tomorrow after work and see if i find a solution to my texture problems, i will also look deeper into what you said Osiris.
The decal i have is my signature wich i use in every map i make and it rarely fits to any kind of textures Razz
Back to top
View user's profile Send private message 
Sadist


Joined: 29 Jun 2006
Posts: 721
Location: The TSF Council
Country:

PostPosted: Wed Jul 12, 2006 23:52    Post subject:  

Loaded it up and played it today, looks v nice, although i think could be a touch brighter at ground level, although i turned game brightness up and it looked fine. Think its just me im sensitive to dim lights hurts my eyes! Trying not to be picky but i think this map could be even more fun with use of some combine props, such as the pods, also maybe some cover in the middle something similar in concept to the chequered cylinders in the classic killbox.

Great concept looking forward to playing it should be loads of fun!

_________________

Back to top
View user's profile Send private message Visit poster's website 
lillbrorsan


Joined: 22 Jun 2006
Posts: 4
Country:

PostPosted: Thu Jul 13, 2006 20:51    Post subject:  

Map has been updated and is now beta 2, go and play it and give me more feedback!
Back to top
View user's profile Send private message 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Thu Jul 13, 2006 20:56    Post subject:  

Thanks a lot, we will try it soon on server full of player Smile
_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Fri Jul 14, 2006 01:41    Post subject:  

Ok the first tryout has been done on serv V with 15 players.
First big problem, the map is very laggy when there is more than 12 players on it, then completly unplayable at 14 players...

A funny thing is that you can't grab your grenade with the gravgun when you are over the trap door in the middle of the map...

The paths that you can disable with the button are almost all the time off, because nobody reactivate them again, i think they should reactivate theirself after some secondes. This cause to have all the gameplay at the bottom only.

A little bit more of physics will be good, we miss physics a lot sometime Smile
And that's it for my side.

_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
Furi
Guest


PostPosted: Mon Aug 14, 2006 16:54    Post subject:  

the only way to make a map less laggy is, to make it bigger.... my opinion.
Back to top
Osiris_TSGK
TSGK Member


Joined: 21 May 2006
Posts: 4668
Location: France

PostPosted: Mon Aug 14, 2006 17:30    Post subject:  

Yes, also, i guess the problem can be the Orbs pilons and the big trap in the middle too.
_________________
Allez allez, enlève ta culotte et déboutonne mon pantalon...
Back to top
View user's profile Send private message Visit poster's website 
cyseoner

Joined: 28 Jun 2006
Posts: 18
Country:

PostPosted: Wed Aug 23, 2006 12:31    Post subject:  

Humm...

I think you have a real problem inside the map... it is approximatly 3 meg bsp file. The size for this map is not normal. When i have leak or construction problems the map really increase on size.

But, the idea is good.

See ya.
Back to top
View user's profile Send private message 
Display posts from previous:   Sort by:   
Page 1 of 1 [18 Posts]  
Post new topic   Reply to topic View previous topic :: View next topic
 Forum index » TSGK General » Maps
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum


Powered by phpBB © 2001, 2005 phpBB Group
[ Time: 0.3490s ][ Queries: 17 (0.0208s) ][ Debug on ]